so I am working with Unity Timeline right now, and I'm trying to use
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m_condition.IsTrue(Player.Instance.transform)
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CurrentQuestState("followTheFlame") == "unassigned"
I think anything is setup properly. I have set bridge between Dialogue System and Quest Machine. Quest representation in Dialogue Database has thesame id like the one in the Quest Machine Database.
Save system works properly because, when I saved game after getting quest and load after that I have this quest in my QuestJournal component but Lua condition says that my quest state is still "unassigned" and my Timeline is starting.
For saving and loading I'm using your methods from SaveSystem class.
I'm I missing something? Thank you in advance for all help.
Best Regards.